/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
Set shader bindings on the commandlist, filtered by state cache.
void SetOnCommandList ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FBoundShaderStateInput](API\Runtime\RHI\FBoundShaderStateInput) & Shaders, class [FShaderBindingState](API\Runtime\Renderer\FShaderBindingState) * StateCacheShaderBindings ) const